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Old 01-23-2016, 06:29 AM   #6
NineDaysDead
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Join Date: Aug 2004
Default Re: GURPS Social Engineering and "super negotiator" character

Dealing with Cultists:
Firstly take the brotherhood perk:
Quote:
Originally Posted by perks page 17
One narrow group of potential foes – military unit, monster species, street gang, etc. – doesn’t like you but remains neutral toward you if you stay out of their way. They must know you’re there. Thus, this perk only works if you’re visible and identifiable.

If the perk is mundane, it’s usually the result of being known to the target group. For instance, mobsters might avoid killing the boss’ son, while soldiers probably won’t gun down their old commanding officer.

If the perk is for fantasy monsters, like zombies, the things ignore you as long as you aren’t hostile. Perhaps you simply don’t smell like food!

Members of this group will shove you aside if you get between them and anything or anyone they’re out to attack, break, eat, rob, etc. If you do anything more hostile than get in the way, or refuse to step aside, you become a valid target. Of course, letting them act unhindered may make you an accessory to a crime . . .

Brotherhood guarantees an automatic good reaction in return for your respect. As with all NPCs, some encounters with the affected group may involve predetermined reactions; these override your perk. Supernaturally controlled NPCs may likewise ignore it.
This should buy you time to talk.

Next consider the the Passing Appearance perk; which suggests that being immune to one type of Intolerance (Race, Sex, etc) is worth 1 point. It might be reasonable to justify Immunity to one type of intolerance for 1 point, or all Intolerance for 10 points (Based on Cultural Adaptability).

Next consider taking Empathy or Sensitive so you can bypass any Indomitable the cultists might have.

Next consider taking Indomitable and Unfazable so Cultists can't use influence skills on you.

Next consider taking Social Chameleon, so that your lack of Rank: Cultist doesn't hinder you.

Next become Reaction Monster, buying as many reaction bonuses as you can. Reputation: Cultists, small class, all the time +4 [6] is probably the cheapest you can buy.

Next consider taking Luck (Aspected, Social Interactions, -20%)

Next buy up influence skills; note Intimidation can be used in combat:
Quote:
Originally Posted by Kromm View Post
Benefits -- many of which others have already pointed out -- include:
  • Intimidation is the only Influence skill that works during action scenes, like combat and chases. Once you're there, you've automatically dismissed all other options.

  • Bonuses to Intimidation come from things that adventurers do well. Some don't cost points for reaction bonuses: waving around weapons, killing, using creepy powers, etc. Others actually stem from disadvantages, such as Appearance (Monstrous), Callous, and negative-but-scary Reputations. No other Influence skill enjoys so many easy, free bonuses.

  • Normally, Intimidation is the only Influence skill useful against groups.

  • A good Intimidation roll can cause a Fright Check, which can produce many lasting, potent effects.
I've GMed GURPS for decades, and the rules for Influence skills haven't materially changed in that time. My hands-on experience has been that Intimidation is the most consistently useful Influence skill! The others have their niches, but Intimidation works in an adventurer's most common situation: when staring down a horde of armed bad guys who've studied on killin' you.

Last edited by NineDaysDead; 01-23-2016 at 06:33 AM.
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